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                       SCENARIO BUILDING CONTEST
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                   RHINO'S AFRICAN ENTRY - 'READ ME'
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(Version 2.2)

If lines in this file extend beyond
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This scenario has been specifically created to comply with the requirements of the Scenario Building Contest conducted from November 1998 to January 1999. In order to follow the controls, a codename ('Rhino') is used to replace the author's name and e-mail.

CONTENTS

1.  SETTING
2.  REQUIREMENTS
3.  THE MAP
4.  THE TRIBES
5.  SCENARIO LENGTH
6.  OBJECTIVES
7.  HOUSE RULES
8.  TIPS
9.  UNITS
10. WONDERS
11. TECHNOLOGY
12. GLOBAL MODIFICATIONS AND DEITY
13. CHEAT
14. ALTERNATE GAME FILES
15. ARTWORK
16. CREDITS


1. SETTING

The Scenario is set in the late 19th Century during the 'African colonisation' spree, where the various European powers 'divvied' up 'The Dark Continent'.

The European tribes had different agendas for pursuing Colonisation, and some did not count on the extent of opposition that was to be faced by the natives - as clearly seen in the Battle of Adowa - where the Italians endured a brutal and humiliating defeat at the hands of the independent Ethiopian kingdom. While there were deals struck between the Europeans, demonstrated by the agreements founded at the 'Berlin Conference', there still remained points of animosity.

The scenario is 'vaguely' founded on history, although does take up fictional themes fairly frequently.


2. REQUIREMENTS

The scenario requires the Fantastic Worlds add-on for Civilization II - produced by MicroProse.

There are no sound files - it is recommended that speaker volume should be muted for this scenario.

The zipped package includes;

. Advice.txt    . Rhino.scn
. City.txt      . Rhino2.alt
. Events.txt    . Rhino3.alt
. Game.txt      . Cities.gif
. Labels.txt    . Icons.gif
. Pedia.txt     . People.gif
. Readme.txt    . Terrain1.gif
. Rhino.txt     . Terrain2.gif
. Rhino2.txt    . Title.gif
. Rhino3.txt    . Units.gif
. Cheat.txt


3. THE MAP

The map was provided as one of the prerequisites of involvement. Some minor terrain amendments have been made - the substitution of 'arid' for 'desert' terrain, 'volcano' for 'arctic', and the introduction of particularly oppressive terrain statistics for a new 'desert'. Other minor changes include 'diamonds' as an alternative special resource for 'iron ore', while some squares were converted into grasslands for city placement. Roads, irrigation, and a few mines have also been included around some of the established townships.

All tribes have only partial view of the map. The Sudanese and Ethiopians are each familiar with the land north of their respective kingdoms, although neither have entered too far into each others' territory. The French have circumnavigated Africa, while Italy has witnessed most of the African coast. Much of inland-Africa remains a mystery to all.

It should be stated that while the scenario commences in 1874-75, the actual townships occupied by the different European nations varied from this starting position, with some colonial controls not enshrined for several years into the following decade. Additionally, some 'cities' utilise the names of countries instead of actual city names - such as Sierra Leone and Guinea - which are probably better known than their major townships.

There are no railroads either constructed, nor can they be constructed. This does compromise the theme somewhat, as one of the great aspirations of the day was a 'Cape to Cairo' railway.


4. THE TRIBES

There are four 'playable' tribes, and three 'non-playable tribes'. Dealing briefly with the latter, first;

Non-Playable:

The English were likely to be too strong when compared to other nations for playing purposes. At the time they had settled Cape Town (following Dutch then Boer occupancy) and had a major hold on Egypt at the opposite end of the continent, with several ports along the West African coastline. While commencing the game in peace, their reputation and attitude lead them quickly into conflict. The English may converse with the Italians and French, however their relationship remains strained at best.

The Boers were historically pushed inland, and had difficulties dealing with the native uprisings on one hand and British occupation on the other. Given the focus of the Scenario Building Contest being on Central rather than Southern Africa, the Boers are present as necessary albeit minor participants in the scenario. At the game's commencement, the Boers had made contact with neither the Ethiopians nor the Sudanese.

The Continental Alliance is clearly the collage of other European nations that include the Germans, Dutch, Portuguese and Spaniards. Like the other European tribes, their presence was at the time essentially of coastal ports.

Playable:

The Italians were generally seen as Europe's poor performers in the overall scheme of Africa's colonisation, and were keen on securing a foothold on the seemingly abundant lands of 'The Dark Continent'. Their plan to secure Tunisia was thwarted by the French, and they instead chose the option of taking on the independent kingdom of Ethiopia, by diplomatic trickery, and when that failed, by force. They are the protagonists in the scenario, and share an alliance with Sudan, which may ultimately frustrate their own attempts at securing Ethiopia (Abyssinia) for themselves. 

The Ethiopians are historically renowned for being the one kingdom that was able to retain their independence throughout the era of colonisation. They were in the difficult position of having to fend off conflicts from their traditional adversaries, the Sudanese, as well as the ambitions of the Italians - where conflict came to a head through the Battle of Adowa - a conflict that they succeeded in and could well have carried on with by driving the Italians off the continent once and for all. Their four starting cities are all 'objective cities' for the purposes of the game. They are allied with the French - in many ways an alliance of mutual convenience.

The French had 'bigger fish to fry' on this particular front than dealing principally with the Italians. Their status as a nation had suffered in the years following the fall of Napoleon, (seen to be but a shadow of its former glory). Their real dispute is with their traditional rivals - Great Britain. France was the subject of a string of diplomatic 'bungles' including the loss of control of the Suez Canal to the English, and for the purposes of this scenario, their objective is to truncate Britain's financial pipeline as embodied by their control of Egypt and major African ports. Four cities have been asterixed (with the '*' symbol), of which France should try and seize at least two in order to secure a win. Their alliance with Ethiopia allowed them several strategic strengths, such as the ability to explore and secure a strong military presence in light of the prospect of the proposed English 'Cape to Cairo Railway', and to maintain control of the source of the Nile River.

The Sudanese too had their own axe to grind. A rise to power of leadership with strong Islamic ties plus a desire to capitalise on the rewarding trade routes contributed in part to the maintenance of an ongoing feud for supremacy with the Ethiopians - a feud that has a history lasting centuries. The Sudanese developed an unusual 'bedfellow' through an alliance with Catholic Italy, and in turn, a brief accord with Britain. Their game objectives of driving the Ethiopians to destruction are the same as the Italians'.


5. SCENARIO LENGTH

The game duration is 90 turns, and commences with the British having just taken control of the Suez Canal, and concludes not long after the Battle of Adowa.


6. OBJECTIVES

The game objectives have already been discussed in the information for the tribes, however to recapitulate, by the game's completion;

Italians: Take the four Ethiopian objective cities.

Ethiopians: Conquer either the Italians or Sudanese plus retain all objective cities.

French: Seize and hold at least two of the four English cities market with an asterix.

Sudanese: Take the four Ethiopian objective cities.


7. HOUSE RULES

The only nation to receive any benefit from the 'Nile Diversion Scheme', 'Nile Architecture', or 'Nile Redirection' is the French. There is nothing to be gained from bartering for these technologies if playing the Italians.

If a tribe has been destroyed before the end of the game, feel free to largely ignore the associated events. For example, if natives destroy the Boer Republics by the mid-game, the text-box pertaining to the Boer War (late-game) may be safely disregarded.


8. TIPS

The structure of the units is inclined towards offensive rather than defensive strengths. Given that most tribes have fairly unflattering reputations to begin with, making the first strike if threatened and having your reputation sullied is possibly a more appealing option than it may be in the default game.

Remember that this is a reasonably short scenario, so quickly prepare yourself for battle. Note your financial cash-flow status, and consider using part of your modest treasury to push things along if necessary.

Move quickly to advanced forms of government (Monarchy, Advanced Rule) wherever practical.


9. UNITS

As earlier identified, the pedia.txt file is included for easy reference on new units and city improvements.

There are no 'diplomatic units' due to the apparent difficulties with stolen technologies this would create.

Naval battle is not an option. All seafaring units are for transport alone.


African Units:

'Settlers': as per default game (Construction).

'Tribesmen': Standard military unit with 'Alpine' movement and 'Ignores Zones of Control'.

'Mamelukes': Available only to Sudan {Advanced Rule - (Islamic Faith)}. While possessing reasonable offence, Ignores Zones of Control, the unit is destroyed after attacking.

'Arab Cavalry': Available only to Sudan {Advanced Rule - (Islamic Faith)}, a more standard mounted unit than the 'Mameluke'.

'Warrior': Better rounded unit than the Tribesman, also with 'Alpine' movement and 'Ignores Zones of Control' (Ambush).

'Tribe Defender': Strong defensive unit that also has extra strength against mounted troops (Resistance).

'Armed Native': While without some of the special characteristics of other African units, this soldier has a strong attack value (Liberation).

'Horseman': Available only to Ethiopia {Advanced Rule - (Independence)}, a standard mounted unit.

'Fishing Boat': Transport unit that can carry four other units (Navigation).

'Merchant': Like the default game's 'Caravan' unit (Trade).


European Units:

'Engineers': like 'Settlers', these do not have the default game's 'Engineers" capabilities, such as terraforming land, faster irrigation and mining, etc. One attack point only (Construction).

'Infantry': Standard military unit - offence value only.

'Elite Guards': Rounded unit with better defence stats than most in the game (Camouflage).

'Officer Corps': Strong offence but still vulnerable (Leadership).

'Field Troops': Improved units compared to Infantry, with marginally better defence, but also Ignore Zones of Control (Marksmanship).

'Mercenaries': An offensive unit which although cheap to produce and high in attack value, costs each time they are employed for their one-off raids. Characteristics include; 'Alpine' and 'Destroyed After Attacking' (Acquisition).

'Dervishes': Standard horseback unit - moderate attack and exploration value (Equine Mastery).

'Cavalry': More advanced horseback unit with improved offensive statistics (Tactics).

'Dragoons': The best available mounted unit, with reasonable defence and potent offence (Mobile Combat).

'Artillery': The standard 'low-on-defence high-on-punch' projectile unit. Of possibly less value here than the default game due to the African tribes' access to units that treat all movement as roads - therefore making easy pickings for the natives (Shell Ejector).

'Steam Ship': Transport unit that can carry eight. Reasonably speedy.

'Merchant': Like the default game's 'Caravan' unit.

'Explorer': From time-to-time an explorer may come available that treats all terrain as road and can see two spaces.

There are additional specialist units that the player does not have access to. As before, most unit statistics are addressed in the Civlopedia.


10. WONDERS OF THE WORLD

Seven Wonders are already placed on the map (each playable tribe receives one), while there are two that may be available for construction later in the game.

---------------------------------------------------------------------
Tribe:           Wonder:                    Standard Game Equivalent:
---------------------------------------------------------------------
Italians:        Sistine Chapel:            The Oracle
Ethiopia:        The Ark of the Covenant:   The Hanging Gardens
French:          Mosques of West Africa:    Cure for Cancer
Sudanese:        The Pyramids of Mero:     King Richard's Crusade
Boer Republics:  Karanga's Great Zimbabwe:  J.S. Bach's Cathedral
English:         The Pyramid of Cheops:     The Colossus
English:         The Suez Canal:            Magellan's Expedition

Available:       Darwin's Voyage
Available:       Stanley's Africa:          Apollo Program
---------------------------------------------------------------------

The Civlopedia has further details on these particular landmarks or philosophies.

With the exception of the Sudanese (who may later move to a Fundamentalist-style of government), the playable nations have 'happy Wonders' to further alleviate the difficulties of playing at Deity. This problem of citizen discontent has also been part addressed by adjustment to the 'global settings', making Deity less oppressive on the player.


11. TECHNOLOGY

A new technology tree has been created, with few of the default technologies being retained. Those that have often, but not always bring about benefits similar to the default game. Several technologies are available only to either the African tribes, while others are exclusively available to the European tribes. There are several technologies available only as the result of game events. There are a number of game mechanics technologies, most of which being distributed at the game's commencement.

The technologies are set out in the Civlopedia, however 'for the record';

. Acquisition is a European military advance.
. Advanced Rule provides new governments for the Ethiopian and Sudanese
  nations.
. African Ethos is the basic starting technology for the African tribes.
. Afrikaans is the Boer-only starting advance.
. Alchemy is an advance triggered by exploration.
. Ambush is an African military advance.
. Bobo's Trick, Rabbit, and Hat are game mechanics technologies.
. Business is a commercial advance available to all tribes.
. Bridge Building is a starting advance for all tribes allowing settlers to
  build roads across rivers.
. Camouflage is a European military advance.
. Ceremony is a European starting advance that allows Chapels to be
  effective.
. Colonial Rule is one of the prerequisites for the European government form
  'Reciprocity'.
. Colonisation is provided to the Italians and French so they may introduce
  'Reciprocity'
. Construction allows for Settlers or Engineers, plus fortifications.
. Defence Structure allows for the construction of 'City Walls'
. Dogma is an African spiritual advance.
. Darwin's Theory and Prize lead to Darwin's Travels.
. Eloquence is the non-Boer technology.
. Equine Mastery is a European military advance.
. End of Ark ends the effects of The Ark of the Covenant.
. Exchange is a common commercial advance.
. Fabrication allows for the Forge city improvement (Manufacturing Plant)
. Gung-Ho Attitude and Jungle Trap are African starting advances.
. Independence is the alternative form of government for Ethiopia.
. Industrialization is the European starting advance.
. Islamic Faith is the alternative form of government for Sudan.
. Law and Order is the basic advance that allows for governmental pursuits.
. Learning is the basic research technology for all tribes.
. Leadership is a European military advance.
. Liberation is an African military advance.
. Manufacture allows for city improvements that boost shield-production.
. Map Making is a starting advance for the Boers, although may be sought by
  the Africans.
. Marksmanship is a European military advance.
. Medicine allows for unfettered city growth.
. Mobile Combat is a European military advance.
. Mobile Warfare is a starting African advance.
. Monarchy is the first advanced form of government for the Europeans.
. Monotheism allows Worship Sites for the Africans to be effective. 
. Mysticism is a starting advance for the Europeans to make Chapels more
  effective.
. Natural Resources is a common technology allowing a range of further
  advances.
. Navigation allows the Africans to build naval vessels.
. Nile Redirection etc al are advances that allow the French to pursue a
  special project. 
. Reciprocity is an alternate form of government for the European tribes.
. Recreation allows for the 'happy' Theatre city improvement.
. Resistance is an African military advance.
. Rustic Skill is a common technology that allows for improving city food
  yields.
. Sanitation allows the European to stockpile food in the difficult African
  climate.
. Seafaring is a technology provided to the Europeans although can be
  researched by the Africans.
. Scripture is a European technology allowing for both military and spiritual
  advances.
. Sea Harvest is a common technology allowing for shields to be produced by
  ocean squares.
. Shell Ejector is a European military advance. 
. Stanley's Travels and Insights lead to the production of his Atlas.
. Tactics is a European military advance. 
. Theology improves the effects of the African Worship Sites.
. Trade a technology provided to the Europeans although can be researched by
  the Africans.
. Warrior Code is an African military advance.


12. GLOBAL MODIFICATIONS AND DEITY

As noted earlier, the game is to be played at Deity level, however changes to the 'happiness' factors in the global settings mean that the player can progress with the game with citizen discontent being better balanced. There may still be difficulties, particularly for the French, but the overall scheme should be more than manageable. The (unlikely) loss of a 'happy' Wonder may bring about some difficulties for the affected tribes.

Deity was chosen to give advanced players an increased challenge through production penalties, technology penalties, and increased rival aggression. The game however is far from impossible to find success with.

Independence (Communism) suffers minimal corruption, with the Palace distance set at ten.

Islamic Faith (Fundamentalism) has had its science penalty lifted from 50% to 70%, and its effective rate down from 50% to 30%.

Changing production type penalty has shifted from 50% to 75%.

The paradrop range has shifted from 14 to 100 for game mechanics purposes. There are no units with paradrop capabilities.


13. CHEAT

The cheat function has been disabled.

You may reactivate the cheat mechanism by [1] renaming the file 'game.txt' to 'nocheat.txt' and [2] renaming 'cheat.txt' to 'game.txt'.


14. ALTERNATE FILES

There are three different versions of this game. The differences between them are comparatively small, although these small variations may in time have more profound effects.


15. ARTWORK

All artwork used has been sourced from; the 'official' products, such as the standard Civilization II game and the Fantastic Worlds add-on, of my own creation, or taken from Cam Hills' Gangster scenario.


16. CREDITS

Numerous web sites contributed significantly to my understanding of the conflicts and the times. The most influential one being 'Imperialism in Africa' at;

  http://www.pvhs.chico.k12.ca.us/~bsilva/projects/scramble/africa.htm

...although 'African rainbow' proved to provide some useful background information also at;

  http://www.africapositive.co.za/rainbow.html

A text that contributed significantly to not only understanding the theme and history, but also in terms of game issues such as city placement was 'The History Atlas of Africa' by Samuel Kasule (Macmillan, USA, 1998, ISBN 0-02-862580-3).

The opening graphic was copied and marginally modified from The Military History site at;

  http://www.thehistorynet.com/picture/0329.htm

Unfortunately, despite some editing, the colour reduction of the image took its toll, with pale blue pixels / flecks apparent in unusual places.

'The Anglo-Boer War' by Allard H.S. Hfelt was the source of extra city names for the English and the Boer Republics tribes.

'Gangster, The Taking of Chicago' by Cam Hills was the source of three of the icons.


Enjoy!                                                           January 1999
